Showing posts with label Guest blog. Show all posts
Showing posts with label Guest blog. Show all posts

13/12/2025

An unexpected gift

 Every now and then, the hobby throws you a little reminder of why we all stick around.

This very week, the ever-generous Demi_Morgana very kindly sent me this absolutely cracking little mini as a gift. A Cawdor Juve straight out of classic Necromunda. No strings attached, no bribes involved (as far as I know!), just a lovely gesture from one hobbyist to another:

Looking far more confident than most Juves tend to survive for

No joking, this genuinely meant a lot to me. It really hit me right in the feels

 You can (and absolutely should) read his own post about the mini over on his blog here. Seriously, go and have a look, there’s loads of great stuff there, and it’s well worth your time.

The mini itself is a beauty: full of character, wonderfully scruffy, and with that unmistakable oldschool Necromunda vibe. It’s one of those minis that tells a story the moment you look at it: Full of attitude and slightly questionable life choices, exactly what a Juve should be. Ragged robes, oversized gun, and that wonderful sense that this lad has no real idea how dangerous his situation actually is.

Either lining up a heroic shot… or about to miss spectacularly

Yes, even the back of the mini has character. No lazy sculpting here

 But more than the mini itself, it’s the gesture that really got me. Taking the time to paint something specifically for someone else and then sending it off into the wild. This is peak hobby generosity. When people talk about how great this community can be, this is exactly what they mean.

Standing tall, surveying the wasteland, probably making very poor life choices

 So yeah: thank you, Demi_Morgana, genuinely. Stuff like this really does make the hobby feel that bit warmer and more human. And yes, I’m still ridiculously pleased with this.

Much appreciated, mate. 

09/10/2023

Playing Aeronautica Imperialis

This is getting crazy, I got to play again! :O


Last weekend my pal Hetairoi (I never get tired of recommending his Instagram) was kind enough to set a game of Aeronautica Imperialis for another pal and myself.

Weee! Little planes and pew pew!

He has a quite formidable Lamenters fleet, but he was looking forward to testing some Tyranids he just got 3D printed. I'm not 100% sure where the Tyranid profiles did come from, but some place online, for sure. If any of you are interested, I can ask.

Anyway. Test game. A couple of Space Marines Xyphon fighters against a Tyranid Harpy and a Crone:

The board is not great for taking pics, but you get an idea

If you are familiar with the game, you will notice we aren't using regular bases. My pal covered the original base and replaced the plastic piece with a RC extendable antenna, so the height is absolutely visual on the game, there's no need of checking. It's not my place to elaborate, please check his work!

I'll be playing with these beauties (the Crone model is still unfinished!)

This will be my rival's force:


No more delay, let me tell you a few words on the game. It plays on alternate activation, pretty much as every other game nowadays. At the beginning of the turn, each player has to decide what their planes will do in advance. It of course reminds of X-Wing, Wings of Glory and games of the like. Here you have the catalog of actions allowed:

So you set a token with the number of your movement of choice next to each plane and then both players roll for initiative. The winner decides who will move first. All the planes move alternately and then shoot alternately.

So the battle begins

Tyranids have little to almost nothing firepower, so they depend almost exclusively on hunting the enemy. It's not enough to cross your paths at the same time... but at the same height!

I'm at height level 1, my rival is at height level 2. Nope, cannot hit him

I'm coming for youuuu

At the beginning of each turn you must decide your height and speed (this one meaning the number of tiles you can move), being able to go 1 unit up or down. The Xyphon can go up to speed 6; the Tyranids cannot go further than level 4, but can remain stationay if they want. Spoiler: I went full speed the whole game, couldn't be bothered with such weird concepts as planning or whatever. The hive mind is hungry and wants to satiate the animal instinct.

The game soon turned into a dogfight

Firing, once again, resembles X-Wing in some manner. You have short/medium/long range and will make more harm the closest you are frome the enemy. Being a Warhammer game, this of course means you roll more dice. In this case, the Xyphon shot on my Crone and inflicted two wounds:

And took it down!!

Ouch

But not only that! In the next turn, the other Xyphon shot a missile on my Harpy and...

Seriously?

Ouch! The game ended abruptly in just a second! We got the impression that taking out two wounds is just too easy, and that it's quite difficult to engage an enemy plane in hand to hand combat, which can only happen if your path crosses the tile your enemy is on just at that moment. Besides, you have to be at the same height or one level above.

As it had been so quick, we decided to run a second game!

This is just a promotional pic between games. Keep scrolling

This time we decided to have a Harpy and two Crones against a Xyphon and a Stormeagle:

This is the display...

And these are the rivals:



We made some other improvements and decided to play to capture an objective, a Rhino. The Space Marines would try to rescue their brothers and the Tyranids would try to have some canned food for lunch:

Strange manoeuvres!

You can go up or down at the end of your turn if, by any reason, you hadn't done it at the beginning. But if you don't reduce speed, you may suffer a wound...

...just like happened to me with this absurd diving!

The Tyranids are stalking their prey

A Crone tries a hard diving. Just as we rehearsed it!

The Harpy hits the Stormeagle, causing some damage, but it still flies!

Same thing, but from another angle

The Stormeagle takes the Crone down, just when it was on the edge of hitting the Rhino

The other Crone goes for the Rhino. Will the Xyphon avoid it?

The brave pilot takes the other beast down!

So it is! Victory for the Lamenters! The Tyranids will remain hungry for a little bit more...


A brief conclusion: The game is really quick paced, pretty easy to get (at least the essentials, I guess there will be special rules and stuff, but we didn't get into them this time) and most important, enormously fun. The comparison with Wings of Glory and specially with X-Wing is inevitable, and I'd say they are different versions of a core idea. Areonautica Imperialis looks more easy to develop and to learn. It gets really automatic after a couple of turns, and the tiles system makes it quite easy to get distances, fire arcs and stuff. There's no confusion and no discussion, and it so makes it all faster.

Regarding the Tyranids mod rules, I honestly believe they need to be harder to beat (maybe 3 wounds instead of 2) and would definitely benefit of some more firepower, even if it's short ranged. Hitting enemy vessels in flight becomes really difficult to achieve. So these are the lessons identified! We certainly will need to run some more test games to see if we are right about them!


PS: My pal Hetairoi just gave me away a sprue with two Xyphons he didn't want. Oh, dammit, I'm doomed...

28/01/2023

Playing Cursed City

 Playing! Yay! You read it right! Playing! Wiiii!!

It had been like, I don't know, a couple of years since I last played... well, anything! So I was super excited when the other day I finally got the chance to have a game of Warhammer Quest: Cursed City.

I miss the old boxes with colour on them!

I was invited by my pal, mighty Hetairoi. The moment you check his Instagram you'll immediately see why this game is going to rock. His conversions on the characters are inspiring, but the 3D board he specifically built for the game is just beyond any awesomeness.

(As I'm terribly old school, I still remember he used to have a blog too and, though not active anymore, it's still worth of a look through the archives, trust me)

But let's focus. The game!

Extremely basic approach for those not initiated: This is kind of a cooperative dungeoning game, in which a group of heroes explore a decaying, well... a... a Cursed City. Ahem. Ruins, monsters and perils. Who needs more?

We played a kind of scenario called Deliverance Journey. The heroes must run across the city rescuing the scarce citizens left, as a tide of magical, ugly, unwelcoming spirits is coming for their lives.

I guess this is the best thing I can do to explain it all
 

I won't get into deep specifics of the game, but I'll try to make kind of a brief overview. First of all, back to my pal, the owner of the game, let me simply show why this game is so awesome. The next pic is taken from GW's web, it's an official image of the game:

Pretty cool, you may think. I'll give you that

Is it possible to somehow improve that? Hmmm...

Please, do hold my beer:

Now this is a board

No more questions, your Honor.

We'll be playing on a full 3D board with hand made tiles and removable walls. We do not have to bear a cardboard thingie. Sorry, but this is inner peace.

Besides, there are some variations on the characters. We won't use that Kharadron ugly thing, but a proper Dwarf, a Slayer. Instead of the Knight-girl we have a Bretonnian knight (on steroids). The Ogre has just a head swap that severely improves the mini and we are not using the sigmarite missionary, but a Witch Elf .

The group!

Don't panic, I swear we at least are using the Cursed City ruleset.

Ready to enter?

Let's go.

Character activation is random every turn. You shuffle the deck of the heroes (and adversaries, given the case) cards and that determines the order in which each one will act. Each character has a number of activation points (usually four) which can be spent to undertake different actions (move, attack... the usual stuff). At the beginning of the turn you roll as many dice as activation points you have. That's because some actions need a minimum die roll (i.e., you make the dice rolls at the beginning of the turn and use them at convenience, instead of passing dice rolls every time you want to make an action). Besides those activations for each character, you have a pool of dice that can be used indistinctly by the whole group.

Some special rules here, but I won't get into details at the moment

Enough. You came here to see some action.

These were awaiting us on the fist tile

The knight comes in first to make some pest control

Then the Witch Elf (the character I was playing!) comes forward

What's this? New foul enemies!

Avengers assemb... Erhm, no. Sorry, my bad

All the enemies are easily dispatched and that marks the end of turn 1, which means the spirits are coming!

Suffocating Gravetidetm incoming

The game provides a card token to represent this, but well, it's definitely not the same. You can of course buy the official mini by Games Workshop, but my pal made this kind of "Wild Hunt"-like base and I think it's terribly cool.

Gaming wise, the Suffocating Gravetide (sorry, no, I'm referring to it as Wild Hunt from now on) represents the devastation of the whole tile they are on at the end of the turn. They move one tile by turn and the tile is taken out from the board at all effects, so it means you better hurry and move before the dead catch you!

Boooooo, we're coming for youuuuuu

By the end of next turn you should totally be out of there

So we move, explore and retrieve treasures if we can!

There's a cool thing about this scenario, and it's the way you set the tiles. Instead of having a fixed map, the tiles are set as you explore, drawing from a deck, so the board is totally random and different Teach game.

The board goes ever on and on...

Well, to be fair, you should expect some of these at a graveyard, it makes sense...

Sewage maintenance is an issue in Ulfenkarn, I'd dare to say

-Let's light this party up! -Yup, I bring a glass of wine!

The Witch Elf used her special magical ability (remember, we're using the rules from the missionary)...

And blam! Death lightning of doom

Hurry uuuup!!
 
Combat is made with special dice (just as so many other games nowadays). You know, the kind of D8 with hits, criticals or blanks, and using different dice (of different colour) depending on the character or the weapon.
Another feature of the game is the Inspiration Points. You will get those by killing enemies and can use them to improve your skills or to perform different actions.
 
The only original bit from the game in this pic is the body of the Ogre

Now bats. The only surprise is that there are no crocodiles in this sewer

Enemies are not such a big deal, at least for the moment, but the sense of urge is really a thing.

Hey you, knight boy! Weren't you the last one a minute ago?

The randomly generated tiles are not only cool as a game feature, but the past tiles disappearing is also interesting, as you may place new tiles where there was another one a few turns ago (that showing how such a maze this city is and how you get soon disoriented in the streets) and, most important, you may be able to run a game on a regular table on your dining room! Trust me, I value these things.

So where now?
 
At the end of each turn you also have to roll a die on the Event Chart. And trust me, it can only get worse. You really have the feeling of the city tearing apart, in some kind of apocalyptic spiral. Besides, as the night falls, things become more and more tense. You have to keep track of that on the gauge, and you really feel like in a disaster movie, but in Warhammer. I don't even know if that makes sense, but I hope it sounds catastrophical enough.

That one looks dangerous indeed

The whole group goes for the monster

But here's a kind reminder of time's futility

The combined effort is fruitful. Now we can talk with the raven (and pick a treasure)

That guy also looks like a worthy opponent

Let's test that theory

Getting wounded has quite a direct effect on the game, as you lose activation points (so you may only be able to perform two or three actions per turn, instead of the usual four, that kind of thing), so you may want to heal as quite a priority.

After some sweating and bleeding, the enemy is defeated

Yet more enemies await on the next tile

And death chases us. Quite literally

I'm afraid of no ghost

Ghost ahead, ghost behind. Glups. Who you gonna call?

The Banshees (whatever GW calls them nowadays) proved themselves hard foes, but were eventually defeated.

Yet there are more enemies to fight!

Time keeps being an issue!

Oh, come on!

Man-Bat? Is that you?

The Giant Bat attacks the Slayer...

...and takes him flying to the adjacent tile, far from the rest of the heroes

Fortunately, friends don't let friends alone

In the end, our heroes finally kill all the bats and fulfil their mission with plenty of time!

Victory! Hooray! All the citizens were warned (seriously, if you see people fighting monsters in the streets of your ruined city and don't get the signs, you deserve to get caught by the ghosts! What kind of people live in Ulfenkarn anyway??) and we fulfilled our mission in time, just before nightfall. So I call this a day!

The game is uber cool. The mechanics work swiflty and allow a novice like me get all the basics in a moment. Even the special rules are not complicated at all, so the game is enjoyable from minute one. The activation sequence makes it all fussy and fun and the combination of abilities of the characters leave some very epic, memorable moments. 

The heroes are meat grinders, maybe a little too much. We only got some injuries and no one of us was in real, serious danger of dying. The enemies were kind of a challenge, but most of the time we got to attack them even before they had the opportunity to get an activation round, so they really didn't have a real chance at us. Some harder combats would have made the game more interesting, but for a beginner's game it was all perfect.

As I said before, the dynamics of setting new tiles randomly and taking out the old ones is pure genius, I loved it. It allowed us to set an enormous dungeon in an affordable space and really got us a sense of urgency if we didn't want to get devoured by the Wild Hunt. Definitely a system worth of exploring further in the future.

Of course my experience is biased by the most wonderful minis & conversions by my pal, and specially by his tiles and walls. Once you do this you never want to play on cardboard again, trust me.

So my final veredict: go get the game if you have a chance. It's simple to learn but cool to play. And please replace the cardboard with something decent if you can, it improves the game like a 1000%.

Wow. Playing. It feels... good...

Weird.